Seems that I had uploaded the incorrect version, this is now fixed. 2.7 uses gp4vp and gp4fp profiles.
February 24, 2011
version 2.7 – Download Page
I have updated my lcUberShader and lcSkinShader to run on the gp4vp and gp4fp profiles instead of vp40 and fp40 as this removes some restrictions on the number of temporary registers available and allows for more complicated, math intensive shaders. The lcUberShader suffers only a minor performance penalty but the lcSkinShader seems to run at 1/2 to 1/4 the speed compared to the old profile. I’ll have to investigate the issue but I’m not focused on speed with these shaders.
On the plus side they both now have 3 directional lights and 3 point lights and I’ll expand the features in the near future to include baked shadow map functionality for the point lights as well.
I’ve only done preliminary testing so let me know if you run into issues.
February 23, 2011
version 2.6 – Download Page
I’ve added 3 point lights in addition to the 3 directional lights to the lcUbershader. These point lights also have an attenuation property, so as they move away from an object their intensity decreases, there is a multiplier to adjust this effect.
I’m not quite sure what will happen with the baked shadows, currently only active for the directional lights, I will probably add the option for the point lights at a future time.
I haven’t had the time to test this change extensively so let me know if something is not working right.
I’m working on adding the point lights to the lcSkinShader also, but I hit the registers limit (32) for the fp40 profile so I’ll have to break things up into more passes or remove some features.